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Cliffworms

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Posts posted by Cliffworms

  1. I have several new screenshots, showing dialogue. There are around 800 dialogue entries, most of those being rumors and greetings spoken only in taverns. Drunks share ridiculous rumors and adventurers talk about artifacts.

    All the new NPCs don't really like to be bothered while they have a drink. If you greet them and their disposition is less than 30, they will get annoyed and their disposition will drop. The more annoyed they get, the more they'll insult you.

     

    Patron slightly annoyed by the player greeting him

    Orc barbarians tend to be slightly aggressive

    Nords can also have a bad temper

    A patron sharing a ridiculous rumor

    Minstrels don't like being interrupted while they play

    Just a typical nobleman recommending a good bottle of wine

    Paying 5 septims to a minstrel leads to quest-related rumor

    Another minstrel sharing a quest-related rumor

    One of the regulars' greeting

  2. Another question if I may. %r works great. No problem there. What's wrong in my script is that the variables do not reset correctly once the Messagebox closes. 

    Even if I specify that the variables are set to 0, they do not get reset. The message closes and they stay at the same value. 

     

     

    Here is the script:

    scn OCAMinstrelTales
    
    short Button
    
    short TaleSelection
    short TaleContinue
    
    Begin GameMode
    
    If TaleSelection == 0
      return
    elseif TaleSelection == 1
      If TaleContinue == 0
         MessageBoxEx "Some patrons stop talking as they turn their head towards the minstrel, ready to listen to the story. %%r ''There is a story about the Thieves Guild Master and the skull that is probably fiction, but highly amusing. The Master used the skull on her enemy, creating a clone of him to fight. |[Continue]|[Leave]"
         set TaleContinue to -1
         set button to -1
    
    elseif TaleContinue == -1
         set button to getbuttonpressed
          if button == -1
            Return
          elseif button == 0
               MessageBoxEx "After defeating the original, the clever duplicate snatched the Skull from the Master and used it on her. Although the cloned enemy could not directly attack the Master, it could use the Skull to create a duplicate Master. %%rThe two clones jointly ruled the Thieves Guild for years."
               moddisposition Player 2
               set TaleSelection to 0
               Set TaleContinue to 0
               set button to -1
          elseif button == 1
               moddisposition Player -2
               set button to -1
               set TaleSelection to 0
               Set TaleContinue to 0
               return
          Endif
    Endif
    Endif
    
    
    
    End
  3. Thank you DarkRider!  :D

     

    It's been such a long time. And when I think about it, I joined TESA no less than, what, 6 years ago? 

    Oh my!

     

    Last Call has been sitting so long for all those 7 years that it's about time I complete it. And it's on the right way, thanks to having worked on it from time to time during these 7 years. 

  4. OBLIVIFALL



    foodndrink.gif- Last Call! -   foodndrink.gif



     



    "There you can have a flagon of ale, enjoy the bard's versifications, and chat with the pub regulars. Some of the greatest adventures have had their starts in smoky, noisy taverns.- The Daggerfall Manual, p.58



     


    What is it about?
     
    Oblivifall - Last Call should be the last module to complete my Oblivifall series of mods; a series that adds new gameplay elements that were found in The Elder Scrolls 2: Daggerfall. Last Call is about enhancing the mood in taverns and inns by adding patrons like citizens, minstrels, bouncers, serving gals/guys, adventurers, prostitutes/courtesans and more along with drinking contests, fistfights and, possibly, dialogue-based gambling.
     
    This project is basically about making taverns feel like busy places where people from all social classes and professions come to relax, share rumors and perform shady deals while listening to the bard's songs and stories.
     
     
    Features

    • ​Over 1600 new NPCs

    ​Generic NPCsTravelers from a leveled list of various professions and backgrounds who spawn inside Cyrodiil's inns and taverns. They are replaced anytime a tavern cell resets (Three days by Oblivion default). Includes Arena combatants, assassins, barbarians, warriors, crusaders, farmers, herders, pilgrims, thieves, etc. (Full list of NPC classes at the end)
     
    Regulars: Composed of named peasants, commoners and nobles, those citizens are the taverns' main customers. They fill the tavern during the busy hours (Dawn, Noon and Dusk). They arrive at the tavern during those hours to eat, drink, dance and chat. If you become a regular, you may start noticing a few faces you saw before.
     

    ​Minstrels: Minstrels travel around Cyrodiil to play their lute and learn the latest rumors. Some minstrels are entertainers to the courts of Cyrodiil, others play in the streets during the day and move to taverns at night. Other than playing their lute, they can also offer services to the player for some septims:

    • Rumors: Bards are the best source of information. They hear and participate in the taverns' discussions. For 5 septims, they will inform the player of rumors and information they heard. There are more than 100 rumors, all based on quests the player has or hasn't completed along with other main events.
    • Storytelling: For 75 septims, the minstrel can make up a story about your good or evil deeds each month. This will increase your fame or infamy by five points. When your fame or infamy is high enough, storytelling will no longer be possible.
    • Tipping: You can also simply tip the minstrel while he's performing to show your gratitude. Tip enough and you'll put a smile on his face while he's playing his lute! (An unintended but very nice side effect)

    Special NPCs: These characters can interact with the player in interesting ways:

    • Bounty Hunters: May recognize and confront the player if he has a bounty on his head. (Minimum 250 gold)
    • Healers: For a fee, healers can restore the player's health, cure his diseases or perform a full restoration.
    • Traveling Merchants: They carry around various miscellaneous wares for sale and can buy some loot from the player.
    • Vampire Hunters: Armed with vampire-slaying weapons, they will spot and attack the vampire player after some time if the player stays in his sight for long enough.
    • Serving Gals/Guys: These people are employed by some of the bigger/busier establishments. They will greet the player when he sits down, offering him drinks and food. They also give information about their establishment's services.
    • Prostitutes/Courtesans: Prostitutes are found in some low-class taverns and inns and can provide a good night's rest for a small fee. Courtesans, on the other hand, are trained in erotic instruction at the House of Dibella and are found in high-class inns. An expensive night with a courtesan will grant the player a small bonus to his personality and endurance for a limited time.
    • Bouncers: Mostly composed of Nords and Orcs, bouncers are there to throw out drunkards and undesirable patrons. Trained in hand-to-hand, they will try to break fights, hopefully before the city guards arrive.
    • Fences: These freelance smugglers are direct competitors to the Thieves Guild. They appear at certain dates, at certain times and at certain places to sell or buy hot merchandise from other freelancers.
    • Dancers: In low-class and mid-class establishments, some patrons will stand up and dance to the minstrel's moving songs.

     

    • Real-Time Drinking Contests

    A popular gambling game among adventurers and hard-working peasants, drinking contests test the contestants' alcohol resistance. The first to fall unconscious loses! Contestants can be found in several taverns, mug in hand.

    Rules: The two contestants agree to a bet. The first to fall unconscious loses his bet and the winner earns it. If both contestants fail, they get their bet back. (And they look funny, lying on the floor in the middle of the tavern until they regain consciousness)

    Alcohol resistance: The higher a contestant's Endurance, the more resistant he is. Orcs and Nords have a higher resistance than other races. Luck also plays a part. Being very lucky will increase your resistance.

     

    • Fistfights

    ​While illegal, some taverns open their basement to fistfights for high-paying customers which are mainly comprised of nobles and other high class characters. Participate in fights to earn money or place bets on contestants. These special VIP clubs are also home to drug dealing and other shady activities. You'll need to be a good friend with the owner to pay your way into the nobles' den of depravity.

     

    • Cats & rats

    ​Cats have always been important to tavern owners. Do not be surprised to see a cat wandering about the inn's basement looking for their prey. On the other hand, some low-class establishments cannot afford cats, so do not also be surprised to see a small rodent or two in your room.

     

    • Horses outside taverns

    To simulate the come and go of travelers on the road, different species of horses populate the stables and exteriors of roadside establishments.

     
     
    Generic NPCs class list (Click to unveil!)
     


    Arena Combatant
    Assassin
    Barbarian
    Battlemage
    Bounty Hunter
    Commoner
    Crusader
    City Guard
    Imperial Legion guard
    Imperial Legion captain
    Imperial Legin Battlemage
    Healer
    Herder
    Hunter
    Knight
    Religious Knightly Order member
    Mage
    Marksman
    Nobleman
    Peasant
    Pilgrim
    Priest
    Retainer (For each of Cyrodiil's counties)
    Rogue
    Savant
    Scout
    Sorcerer
    Thief
    Traveler
    Traveling Merchant
    Vampire Hunter
    Warrior
    Werewolf Hunter
    Witch Hunter


     
     
    Screenshots
     

    Environment

     

    The Feed Bag

    The Feed Bag, again

    The King and Queen Tavern

    The Oak and Crosier

    The Oak and Crosier, again

    Olav's Tap and Tack

    Olav's Tap and Tack, again

     

     

    Dialogue

     

    Patron slightly annoyed by the player greeting him

    Orc barbarians tend to be slightly aggressive

    Nords can also have a bad temper

    A patron sharing a ridiculous rumor

    Minstrels don't like being interrupted while they play

    Just a typical nobleman recommending a good bottle of wine

    Paying 5 septims to a minstrel leads to quest-related rumor

    Another minstrel sharing a quest-related rumor

    One of the regulars' greeting

     

    Progress
     
    Generic NPCs: Done
    Regulars: Almost done
    Minstrels: Done
    Special NPCs: Done
    Drinking contests: Done. Needs further testing
    Fistfights: Halfway done
    Gambling games: Maybe? Still needs reflexion...
     
     
    ETA: I tend to disappear for some time. Hopefully I can finish it in the modding spree I'm having at the moment. ;)
     
     
    Feedback
     
    Questions? Comments? Suggestions? Insults? Let me know!   thumbsup.gif

    • Upvote 2
  5. The problem with OnClose is that the event initiates only when the object finishes its closing animation. In the case of most containers, there is no such animation so the event never initiates. In this case, the sack does not have a close animation.

    Thank you for the tips, Will and Trira, I'll try with these modifications and let you know what happens. :thumbup:

  6. Greetings!

    I've been trying to get a script to work on a container. The script checks if the container has two particular items. But for some reason, the GetItemCount condition is not working.

    Here are the details:

    The script is attached on a container. The player is tasked with placing a fake letter in a sack and removing the real letter.

    The script sets a Int to 1 if it sees that the sack has the fake letter, sets another Int to 0 if it sees it does not have the real letter and when the conditions are met, it updates the quest stage to confirm the player has succesfully done his job.

    Here is the script, followed by the error report:

    Scriptname TOSInn01CourierSackScript extends ObjectReference
    
    
    Quest Property TOSInn01Quest  Auto
    
    Container Property ContainerTOSInn01CourierSack  Auto 
    
    Book Property BookTOSInn01RealLetter  Auto
    
    Book Property BookTOSInn01FakeLetter  Auto
    
    
    Int Property FakeLetterPlaced  Auto  
    
    Int Property RealLetterPlaced  Auto;   Set to 1 by default
    
    
    Event OnInit()
    
    	RegisterForUpdate(1)
    
    	GoToState("InventoryCheck")
    
    EndEvent
    
    
    State InventoryCheck
    
    
    	Event OnUpdate()
    
    		If FakeLetterPlaced == 0
    
    			If (ContainerTOSInn01CourierSack.GetItemCount(BOOKTOSInn01FakeLetter) == 1)
    
    				FakeLetterPlaced = 1
    
    			else
    
    				FakeLetterPlaced = 0
    
    			Endif
    
    		Endif
    
    
    		If RealLetterPlaced == 1
    
    			If (ContainerTOSInn01CourierSack.GetItemCount(BOOKTOSInn01RealLetter) == 0)
    
    				RealLetterPlaced = 0
    
    			else
    
    				RealLetterPlaced = 1
    
    			Endif
    
    		Endif
    
    
    		If FakeLetterPlaced == 1 && RealLetterPlaced == 0
    
    				TOSInn01Quest.SetStage(20)
    
    		Endif
    
    	EndEvent
    
    
    EndState
    
    

    And the error report:

    Starting 1 compile threads for 1 files...

    Compiling "TOSInn01CourierSackScript"...

    d:\jeux\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TOSInn01CourierSackScript.psc(20,36): GetItemCount is not a function or does not exist

    d:\jeux\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TOSInn01CourierSackScript.psc(20,73): cannot compare a none to a int (cast missing or types unrelated)

    d:\jeux\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TOSInn01CourierSackScript.psc(28,36): GetItemCount is not a function or does not exist

    d:\jeux\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TOSInn01CourierSackScript.psc(28,73): cannot compare a none to a int (cast missing or types unrelated)

    No output generated for TOSInn01CourierSackScript, compilation failed.

    Batch compile of 1 files finished. 0 succeeded, 1 failed.

    Failed on TOSInn01CourierSackScript

    I'm confused. :P

  7. Well then, all sounds have been found, edited and are ready to be put in the game once the CK is released. SoS will add around 470 sound effects to all areas of the game. Here are the links to samples from the Dungeons, Civilization and Special Events sound sets:

    The Dungeons

    Civilization

    Special Events

    About the project's distribution....Sounds of Skyrim will be released in modular form and a Full version. There will be a module for Civilization, The Wilds, The Dungeons and Special Events so the users will be able to install the module they are interested in. The Full version is simply all modules put together.

    Sounds of Skyrim will come with an in-game config with which the user can enable/disable certain sound effects such as looped chatter in cities or taverns. The folder structure also allows the user to remove or add his own sound effects so they can be played in Skyrim. For example, a user can record himself shouting insults and place it in the "CitySoundsReverb" folder to hear his voice in the game's cities. :P

  8. Here's a new sound effect. The dungeons are pretty much complete, so onwards to Special Events.

    The following sound, which is still a work-in-progress, is one of the sounds played when a dragon flies-by a Stormcloak-occupied city. Only cities (Like Windhelm) or towns (Like Dawnstar or Riverwood) have this sound. Smaller settlements do not.

    When a dragon attacks, there's the possibility that this sound is played, or only horns or only the people screaming. So that way it is not redundant, especially considering how the dragons love to launch frequent attacks there. If the dragon attacks at night, you'll only hear the horns.

    Imperial-Occupied towns have the Imperial battle horn instead of the Stormcloak's.

    Special Event - Dragon Attack on a Stormcloak Town

  9. Three more compilations for your ears. Once again, we are in the depths of Skyrim's dungeons:

    Forts and Burrows - Standard Compilation - Echoed, distant impacts. Done by draugrs or human hand?

    Sewers - Compilation - Metal gates creaking far in the corridors, rats squeaking and fighting, echoed distant impacts from the inhabitants.

    Distant Falmer Screams Compilation - Falmers are blind and rely on their hearing to sense danger. When they hear something, they scream to alert their brethren. When you hear these high pitched, distant screams, you know a Falmer tribe is waiting for you.

    For the inhabitants' screams and the like, I do wonder if it's possible with a script command to know if an area has been cleared of monsters. Hopefully there's a function that can check this and thus, remove the dungeon inhabitant sounds when you've cleared an area.

    Otherwise, I am pretty much done in sound research. I have distant sounds for most animals/creatures that you can hear at night or day from inside and outside. Like a lone wolf howling or several wolves howling at each other.

    On the next update I will provide the "Horror" dungeon sound effects. These include ghosts, undead and Daedras sound effects played in the dungeons inhabited by these fine gentlemen we love to destroy.

    EDIT: Oh and I also changed the Dwemer Standard sounds. The creaking did not please me and I muchly preferred subtle, echoed and reverbed metallic impacts. It fits the atmosphere better, don't you think?

    I literally can't wait for this!! I loved the game with your sounds in it - I'm so excited to see you've taken on the challenge for the beautiful Skyrim. :D

    Thanks! :thumbsup:

  10. Here are two compilations of the Dwemer Ruins sound sets.

    The first being the sounds you'll hear in the Dwemer Ruins inhabited only by the Dwemer machines or bandits. The second being what you hear in Dwemer Ruins inhabited by the Falmer. The first compilation is also heard in the Falmers' lairs, so that you do not only hear their screams.

    Enjoy!

    Dwemer Ruins - Standard Compilation

    Dwemer Ruins - Falmer Inhabitants Compilation

    Note: The volume has been raised for easier listening. It'll be quieter in the game. :thumbsup:

    I`m so pleased to see this thread started, I love SoC and it`s got a place in my "always install" folder and no doubt SoS will be the same. :thumbup:

    Thank you very much Stone! I knew you'd be the first to reply. :lol:

  11. Sounds of Skyrim

    What does it do?

    Sounds of Cyrodiil, Sounds of Skyrim adds around 450+ sound effects to the game that are played from thousands of hand-placed sound emission points. Sounds of Skyrim affects most cells and regions. From Civilization to the Dungeons; From the Wilds to Special Events, all situations will benefit from sound additions. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers hammering roofs. While at night, cats fight for territory, dogs bark, drunkards yell.

    In dungeons, the enemy type that lives in them will make itself heard. In an undead infested dungeon, zombies moan and spirits shriek. In Dwemer Ruins inhabited by the Falmer, their screams alert you of their presence. Like most sound effects, there is a random delay between each sound and a random direction when it happens so you can never guess what sound will play next, when and where it will come from. Thus, keeping you on the edge in dungeons and creating a nice audio environment in civilized areas.

    The other main feature is being able to hear the outside from the inside. If you get close to windows inside buildings, you’ll hear what’s going on outside. If you’re in a wilderness cabin, you’ll hear the nature sounds around you. If you’re in the entrance of a cave and look outside, you’ll hear the birds and other animals going about their lives. If you're in your house and you look outside, you'll hear what's going in the street. If it's raining, you'll hear the ripples hit the windows and if there's a thunderstorm raging outside, you'll hear the occasional lightning strike.

    In taverns, patrons chat, yell they want more wine, burp, cough or laugh out loud. When wandering on the city streets in the evening, walk by a tavern and you'll hear the activity from outside.

    In the Wilds, climb mountains and hear a monster's screaming echo or a far away avalanche. Take a walk in the forest and hear small mammals running from you in the bushes and grass.

    In Special Events, certain quests or events will have received some audio goodness/additions. For instance, when a dragon flies above a town, you'll hear the soldiers sounding the battle horn and the villagers screaming for their lives.

    Sounds of Skyrim is about overhauling your Skyrim audio experience. It's about making the game pretty for your ears.

    For your ears' pleasure

    Civilization Sounds Samples

    Dungeon Sounds Samples

    Special Events Samples

    As the sounds get designed and edited, I will be adding them to a setlist on Sounds of Skyrim's SoundCloud page. You can easily select which sound compilation you want to listen to on the same page. Enjoy!

    Trailers

    The trailers are now online. Select the trailer of your choice. At the end, you'll be directed to the other two trailers. Enjoy!

    Detailed Soundlist

    Most of the sounds included in the list can be heard from inside if you’re in a building where you can hear them. For instance, if you’re in a farmhouse that has cows nearby at night, you’ll hear wolves howling, owls, crickets and the cows.

    Have a suggestion? Share it. If it's about a quest, please put in spoiler tags. ;)

    Click the Spoiler Button to unleash the list.

    The Wilds

    • Around 20-25 new bird sounds; including crows and ravens.
    • Insects flying-by your character’s ears.
    • 6 short gusts of cold wind heard from the inside of buildings where a snowstorm happens.
    • Rare occurance of hearing an avalanche happening or a strange creature’s scream echo in the mountains.
    • Rodents running in the grass at night.
    • Water waves’ impact on small embarkations and docks.
    • Wolves howling in the distance.
    • Coyotes howling at night.
    • Bats flapping-by at night.
    • More types of owls at night.
    • Rope bridges’ supports and railing squeaking/being unstable.
    • Bee nests sound on the nests.
    • Ice sheets creak when you walk-by.
    • Distant sabercat, deer, goats and foxes sounds.

    The Dungeons

    There’s a standard sound set for each type of dungeon: Cave, Dwemer Ruins, Forts/Burrows, Sewers and Mines. These sounds play in these dungeons regardless of who or what lives in it. To spice it up, dungeons inhabited by Daedras or the Undead have their own sound sets in addition to the standard ones. Undead dungeons have zombies and wraiths screaming or moaning. Daedric dungeons have demonic voices or daedras screaming.

    Standard Caves

    • Rats squeaking about
    • Bats flapping-by

    Standard Dwemer Ruins

    • Mechanical "bangs" and machinery.

    Standard Forts/Burrows

    • Rats squeaking about
    • Stone impact echo
    • Doors being opened/slided/closed

    Sewers

    • Rats squeaking about
    • Screeching Gates opened/closed

    Mines

    • Creaking wood supports

    Civilization

    • Hear the rain from the inside of buildings. (Near windows, entrances and wooden rooftops)
    • Hear the impact of rain on tents and wooden structures.
    • Horses snort and neigh in stables
    • Hear cows and goats from a distance or from inside.
    • Hens clucking at dawn.
    • Around 60 SFX for city streets. People shout, dogs bark, cats fight, doors open and close, children play.
    • A looped city chatter background for the walled cities. (Possible to disable it or enable in all cities in the in-game config.)
    • Listen to the taverns' activity from the doorstep.
    • Around 40 SFX for taverns. People burp, shout, laugh, cough, break bottles or pull chairs.
    • Looped tavern chatter to fill the place. (Possible to disable it from in-game config)
    • Hear what's going on on the taverns' or factions' headquarters first floor if you're in the basement. People walking over your head, chairs being pulled, thing falling on the floor or the front door being opened and closed during the tavern's busy hours
    • Cold wind whistling through the windows from inside buildings in the northern regions.
    • An echoed, looped ambience for castles.
    • Chants and godly sound atmospheres for temples. (Can be disabled in the in-game config)
    • On rainy days, listen to the rain hit the windows inside buildings.
    • On rainy days, listen to the rain's impact when it lands on tents.
    • Hear the blacksmith at work from the street if you pass by his front door or windows during opening hours. (If his forge is inside)
    • Snoring sound effects for many NPCs.
    • Potions boil where NPCs brew potions. Notably in alchemy shops, dungeons or College of Winterhold.
    • Military horns and soldiers marching heard from Solitude's Castle Dour Courtyard when the player is far from it. (And from the inside of buildings)

    Special Events

    • People scream in horror and panic when a dragon hovers above a town.
    • A horn is sounded when a dragon flies above a town.
    • At the beginning of the game, the Imperial officer from the other carriage calls the names of the other prisoners.
    • Hercine's Daedric Quest:


    The hunted werewolf growls and howls during the Hunt.
    Vaermina's Daedric Quest:

    The sounds of battle in Nightcaller Temple are heard in the corridors during the Dreamwalk.


    Molag Bal's Daedric Quest:

    When you have killed Vigilant Tynarus, you'll hear a distant choir of agonizing humans and a creepy atmosphere from below. As you go down the basement and get closer to Molag Bal's shrine, the choir gets more and more creepier.


    Civil War Quests:

    Sounds of warfare during the sieges and fort assaults. Arrows fly-by, men scream while storming Whiterun, battle horns are sounded.


    You have sound addition ideas, suggestions and comments? I'm all ears. :foodndrink:

  12. A new version is up. This time, some additions, changes and bug fixes. Grab it while it's hot. :thumbsup:

    Changelog:

    Additions

    - Added the sound of rain hitting the roof heard from inside shacks and farmhouses.

    - Added the looped sound of crickets heard from the houses’ windows in cities at night.

    - Added the temples’ chants and atmosphere heard from the doorstep.

    - Added 5 new snoring sound effects for more variety.

    Changes

    - Removed exterior doorstep tavern chatters from several wilderness inns.

    - Updated the Open Cities Reborn to support SoC’s additions.

    Bug Fixes

    - Looped city chatter will not play when it’s raining.

    - Removed a duplicate temple chant in Chorrol.

    - Restored the original values for the scripts controlling the dungeon sounds. Dungeon sounds will no longer play every 10 seconds or so.

    - Added more delay between tavern songs in high class taverns to prevent one of the songs from being cut while playing.

  13. Let me know what you think or any suggestion you might have. :)

    And by the by, there's been an important quick update. Here's the change log:

    You can grab it on the download page.

    Replaced Several of the tavern songs and re-arranged the existing ones.

    Turned down the volume on all sound effects.

    Replaced the "Rain Hitting Window" sound effect.

    Sounds of Cyrodiil's archive is now compressed in 7z format for smaller size.

  14. Sounds of Cyrodiil

    Version 1.1 - 07/08/2011

    Download Main File

    Download Add-ons & Patches

    Instructions on how to install and uninstall are in the readme.

    Changelog:

    V1.1:

    Additions

    • Added the sound of rain hitting the roof heard from inside shacks and farmhouses.
    • Added the looped sound of crickets heard from the houses’ windows in cities at night.
    • Added the temples’ chants and atmosphere heard from the doorstep.
    • Added 5 new snoring sound effects for more variety.

    Changes

    • Removed exterior doorstep tavern chatters from several wilderness inns.
    • Updated the Open Cities Reborn to support SoC’s additions.

    Bug Fixes

    • Looped city chatter will not play when it’s raining.
    • Removed a duplicate temple chant in Chorrol.
    • Restored the original values for the scripts controlling the dungeon sounds. Dungeon sounds will no longer play every 10 seconds or so.
    • Added more delay between tavern songs in high class taverns to prevent one of the songs from being cut while playing.

    V1.01:

    • Replaced Several of the tavern songs and re-arranged the existing ones.
    • Turned down the volume on all sound effects.
    • Replaced the "Rain Hitting Window" sound effect.
    • Sounds of Cyrodiil's archive is now compressed in 7z format for smaller size.

    What does it do?

    Sounds of Cyrodiil adds around 200+ sound effects to the game world that are played from 5400+ hand-placed sound emission points. It affects every cell, region and more in the game. From Civilization to the Dungeons; From the Wilds to Special Events, No environment is left soundless anymore. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers sawing things. While at night, cats fight for territory, dogs bark, drunkards yell.

    In dungeons, the enemy type that lives in them will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In a daedric cave, demonic voices are heard around you. Like most sound effects, there is a random delay between each sound and a random direction when it happens so you can never guess what sound will play next, when and where it will come from. Thus, keeping you on the edge in Dungeons and never bored in cities and taverns.

    The other main feature is being able to hear the outside from the inside. If you get close to windows inside buildings, you’ll hear what’s going on outside. If you’re in a tent, you’ll hear the wilderness around you. If you’re in the entrance of a cave and look outside, you’ll hear the birds and other animals going about their lives. If you're in your house and you look outside, you'll hear what's going in the street. Sometimes you might hear a noisy drunkard who left the tavern and even neighbors yelling each other to shut up as they're trying to sleep.

    In taverns, patrons chat, yell they want more wine, burp, cough or laugh out loud. When wandering on the city streets in the evening, walk by a tavern and you'll hear the activity from outside. There are also songs that are played in those fine establishments. Depending on the social class of the tavern (Low, Mid, High), you get a different song set and a different sound set. Patrons burp and yell more in low class taverns than in high class ones.

    In the Wilds, take a stroll on the Gold Coast and listen to the ocean waves hitting the shore. Climb mountains and listen to the wind becoming colder and louder as you get to the peak. Take a walk in the forest and hear small mammals running from you in the bushes and grass.

    In Special Events, certain quests or events have received some audio goodness. See in the detailed soundlist below for more information, since it contains spoilers.

    Finally, this mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There’s a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality and as numerous as they are now.

    Sounds of Cyrodiil is about overhauling your Oblivion audio experience. It's about making the game pretty for your ears and immersion.

    You've got my ear citizen.

    Cliffworms :foodndrink:

    Trailers

    Before checking the soundlist, I invite you to view and hear the video trailers that show each part of Sounds of Cyrodiil in action:

    (Quest spoilers!)

    Detailed Soundlist

    All of the sounds included in the list can be heard from inside if you’re in a building where you can hear them. For instance, if you’re in a farmhouse that has sheep nearby at night, you’ll hear wolves or coyotes howling, owls, crickets and the sheep flock.

    Click the Spoiler Button to unleash the list.

    The Wilds

    • Around 20-25 new bird sounds for forests, mountains, swamps and plains.
    • Hear the impact of rain on tents.
    • Insects flying-by your character’s ears.
    • Nearby birds flapping their wings and flying away.
    • Strong, constant heavy wind on high mountain tops (Like Dive Rock)
    • Cold, constant chilling gusts of wind in the mountains.
    • 6 new short gusts of cold wind heard in northern Cyrodiil.
    • Rare occurance of hearing an avalanche happening or a strange creature’s scream echo in the Jerall Mountains.
    • Rodents running in the grass at night.
    • Calm and strong ocean waves on the Gold Coast and the coast south of Leyawiin.
    • Water waves’ impact on small embarkations and docks.
    • Wolves howling in the distance.
    • Rope bridges’ supports and railing squeaking/being unstable.
    • Bee nests in several locations.
    • Water stream sounds for bodies of water where the waterfalls land and the stream themselves.

    The Dungeons

    There’s a standard sound set for each type of dungeon: Cave, Ayleid Ruins, Forts and Sewers. These sounds play in these dungeons regardless of who or what lives in it. To spice it up, dungeons inhabited by Daedras or the Undead have their own sound sets in addition to the standard ones. Undead dungeons have zombies and wraiths screaming or moaning. Daedric dungeons have demonic voices or daedras screaming.

    Standard Caves

    • 12 Cave creaking sounds
    • Rats squeaking about
    • Bats flapping-by
    • Rocks falling and hitting ground in the distance

    Standard Ayleid Ruins

    • Mystical and magical sounds
    • Doors being opened and closed
    • Stones sliding
    • Rats squeaking about

    Standard Forts

    • Rats squeaking about
    • Doors being opened/slided/closed

    Sewers

    • Rats squeaking about
    • Strange echoed moans
    • Bugs running-by

    Civilization

    • Chapel bells are heard inside houses
    • Horses snort and niehg in stables
    • Flocks of sheep bleat from time to time
    • Around 60 SFX for city streets. People shout, dogs bark, cats fight, doors open and close, children play, drunkards throw insults at neighbors who are trying to sleep.
    • Bravil, the Anvil docks and the Waterfront have a soundset that consists of more "loud noises" such as people shouting/yelling, more dogs and cats fighting and a bit more drunkards to better reflect their situation.
    • A looped city chatter background for the Imperial City's residential and market districts. (Possible to disable it or enable in all cities in the in-game config.)
    • Listen to the Imperial City's Arena matches from outside.
    • Listen to the taverns' activity from the doorstep.
    • Around 40 SFX for taverns. People burp, shout, laugh, cough, break bottles or pull chairs. High Class taverns are quieter than the rest.
    • 9 songs for taverns with 3 for each class of taverns to give the proper atmosphere. (Possible to disable them in the in-game config.)
    • Looped tavern chatter to fill the place. (Possible to disable it from in-game config)
    • Hear what's going on on the taverns' or factions' headquarters first floor if you're in the basement. People walking over your head, chairs being pulled, thing falling on the floor or the front door being opened and closed during the tavern's busy hours
    • Cold wind whistling through the windows from inside Bruma's houses and Cloud Ruler Temple.
    • An echoed, looped ambience for castles, Imperial Library and the Temple of the One.
    • Chants and godly sound atmospheres for temples. (Can be disabled in the in-game config)
    • Empty, echoed atmosphere inside cathedrals at night.
    • On rainy days, listen to the rain hit the windows inside buildings.
    • On rainy days, listen to the rain's impact when it lands on tents.
    • Hear the blacksmith at work from the street if you pass by his front door or windows during opening hours.
    • Snoring sound effect for 122 NPCs
    • Potions boil where NPCs brew potions. Notably in alchemy shops, dungeons or Mages Guild headquarters.
    • The Arcane University's purple torches now emit a more magical burning sound.

    Special Events (Quest Spoilers ahead)

    • More haunting sounds in Benerus Manor before exorcising the place. Hear the invisible spirit bang on nearby walls/doors, run towards you, climb the stairs or breathe in your ears.
    • A zombie can be heard turning the handle, moaning and banging on the doors from inside Nerastarel's manor in Skingrad.
    • Rats can be heard from the hole that leads to Arvena Thelas' house in Anvil...considering that they're still alive.
    • Scamps can be heard causing mess from inside Rosentia Gallenus' House in Leyawiin prior to acquiring the Staff.
    • Battle of Bruma: Soldiers yell as they charge the daedras then clash against them. In the midst of battle, a looping sound of soldiers screaming and clashing with the daedric forces is played. Upon victory, soldiers cheer you as you leave the Great Gate.
    • Siege of the Imperial City: Soldiers fight, arrows flying-by hour head, explosions in the distance, the Imperial Legion's battle horns echoing on the battlefield.

    Recommended Mods for SoC and Compatibility

    Sounds of Cyrodiil affects most in-game areas but other mods do a wonderful job to get the best audio experience in Oblivion. There are also visual mods that blend perfectly with Sounds of Cyrodiil because of the area they affect.

    Storms and Sound by Deathless Aphrodite

    Download

    Why : Storm & Sound allows you to hear the rain and thunder from inside buildings. It’s even more immersive since SoC places sounds of rain hitting windows inside buildings.

    Oblivion Stereo Overhaul by Canderoc

    Download

    Why : Canderoc has provided an excellent sound mod that improves the quality of several sounds by tweaking them and enhancing their stereo. It also adds 42 new sound effects for thunder and wind.

    Atmospheric Oblivion by PirateLordX

    Download

    Why: Atmospheric Oblivion adds new sounds to dungeons and the wilderness which add even more immersion when combined with Sounds of Cyrodiil.

    Better Bell Sounds by Morbus

    Download

    Why : The default bell sounds emitted from the cities’ cathedrals only have a short range to hear them. This mod makes you hear them from all over the city and also from inside the cathedrals.

    Symphony of Violence by MigTheGreat

    Download

    Why : This mod merges the best combat sounds improvements from other authors for a better, more visceral combat audio experience.

    All Natural by Chong Li, WrinklyNinja, Arthmoor and Brumbek

    Download

    Why : Not only does it greatly improve the weather system and visuals, but it also gives natural lighting to the indoors, allows you to look at the sky and hear the weather from the windows.

    Immersive Interiors by SomeWelshGuy

    Download

    Why : SomeWelshGuy has done an outstanding mod that allows you to look at the city streets from inside, greatly enhancing the immersion when you enter buildings. Immersive Interiors gives the possibility of looking at the streets while Sounds of Cyrodiil allows you to hear the city life from inside. A must with Sounds of Cyrodiil!

    Note that All Natural is required to run Immersive Interiors.

    Compatibility

    Sounds of Cyrodiil comes with an in-game config menu that allows you to disable or enable certain sound effects. Those include the temple music, tavern music, tavern chatter and city chatter. So if you already have a mod that adds one of those and you want to keep them, you can disable Sound of Cyrodiil's.

    If you use BetterMusicSystem or simply music in general, you'll need to de-activate SoC's tavern and temple music or they'll overlap.

    The following audio mods are not recommended to be used with Sounds of Cyrodiil as the sounds will overlap. Sounds of Cyrodiil already improves on what these mods offer so they are not needed:

    • More Immersive Sound (And Edited) by Achanonier or Brumbek
    • Ambient Town Sounds (And Edited) by Lendrik or Brumbek
    • Oblivifall - Ambient Dungeon SFX by Cliffworms

    Sounds of Cyrodiil Add-Ons

    In this section, I will update the list mods that have been patched to integrate Sounds of Cyrodiil's sounds and scripts. Instruction on how to install those add-ons and what they do specifically are included in their respective archive. If you have a suggestion of mod you'd like to see with a SoC's version, let me know and I will gladly do it.

    - Open Cities Classic & Reborn (You must enable a setting in SoC's in-game config menu for it to fully work. Refer to the readme for instructions)

    - Heart of the Dead

    - Knights of the Nine

    - Mehrune's Razor

    - Thieves' Den

    Known Errors

    Sometimes, it’s possible that a looped sound will stop playing after you pause the game (Opening a menu, talking to people). Leaving the zone and entering again (Or reloading your game) will make the sound return.

    When the game is paused like above, no sounds will play except the weather or the NPC’s voice. This is engine-related and cannot be fixed.

    When loading a tavern, it is possible that the tavern songs will switch during the loading screen. It returns to normal once you enter the cell.

    Looped sound effects that play at specific time will sometimes start playing when you enter the area they're in even though they're not supposed to play. These sounds will quickly fade out as you enter the cell.

    Credits

    Sounds of Cyrodiil would never have been possible without the kind generosity of many authors on FreeSound.org. This website allows professionals and semi-professionals to upload sound samples under the Creative Commons Sampling Plus License, which allows users to download and use the sounds in their own projects as long as the author is credited for his work. In the spoiler tag are all the authors who contributed to Sounds of Cyrodiil. To know what sound effect they contributed, view the Credits file in the download.

    Duncan, Galeku, Sofie, Sithjwa, Acclivity, inchadney, Luftrum, Corsica_S, Mystiscool, Robinhood76, Jpnien, Coneybeare, HerbertBoland, LilyMarie, Audible-Edge, Dobroide, Reinsamba, DarkNinjaProductions, JFBSAUVE, Sazman, NoiseCollector, Ronfont, Santuccie, Tomlija, Delphiedebrain, Bowlingballout, Syna-Max, 3bagbrew, ERH, Morgantj, Kozos, Kyle1Katarn, Plingativator, TigerSound, Shades, DataSoundSample, Connum, Sagetyrtle, Klankbeld, Rutgermuller, Johansyd, FaireDesVagues, Jppi_Stu, Linako, BrotherProvisional, Dan Goodale, Eric Heberling, Kirill Pokrovosky

    But, of course, this project benefited from the help of other people. Here they are:

    EruditeDragon for the testing

    Phitt for the sound script used in dungeons and city streets

    Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Cyrodiil

    The OBSE team for passing through every barriers they see.

    The Construction Set Extender Team for bringing us an outstanding upgrade to the CS

    Bethesda Game Studios for the best open-world RPGs and Construction Set

    Mark Lampert for his superb job as Bethesda's Sound Director. ;)

  15. New version is up!

    The new conditions added should stop NPCs from saying idles while asleep, in combat or at the moment the vampire player drank their blood.

    Bugfixes:

    • Added a condition to the script to prevent sleeping NPCs from saying their idles.
    • Added a condition to the script to prevent NPCs from saying their Idles if they're in combat.
    • Added a condition to the script to prevent NPCs from saying their Idles right after the player drank their blood as a vampire.

    Download:

    Download Link

    In addition, Beagle2 from the Nexus told me that Idle Dialogues works with his German version of Oblivion.

    I thought that since they did not implement the idle dialogues in the game, they might not have translated them in all languages. So Idle Dialogues will work with any language version of Oblivion.

    Cheers! :foodndrink:

  16. This is ridiculous, 30 mods per page, 487 pages, thats 14,610 stolen mods.

    My dad says to look up the DNS for the domain, find out who's hosting the site and report them.

    Reporting them won't do anything. Bethesda or any developper who has modded content on there can't do anything since Softpedia is in their rights to rehost files. They're not breaking any law, only etiquette. The only thing we can do as a modding community is remove our mods from their website and inform other authors' who have got their work uploaded there.

    Now where's that pitchfork?

  17. And...another update.

    A bug was introduced in the script in 1.1 which prevented most NPCs from saying their Idles. It's now fixed. (that was kind of counter productive. Silly me. )

    Also, I've added a condition to prevent unconscious NPCs from saying their lines. (Most notably Peryite's unconscious worshippers)

    This mod is awesome. One thing though - during Chargen if you are playing through the normal prison routine, this mod was interrupting things A LOT.

    Is your update fixing this in general or only for specific cases? If the latter, perhaps you could add a check to only trigger these if the CharacterGen quest is at stage 88 or higher?

    It's not clear if the IsTalking check is going to catch it all or not.

    The update fixes this in general. With the "IsTalking" check, any NPC saying a dialogue line will never be interrupted to say an Idle line. When I first translated it, I did not think of checking up the CharGen and see how it went. But I tested it earlier today after finishing the update above and did not run into problems. You can hear the Mythic Dawn worshipers saying their idles if you sneak up on them, but the Blades and the Emperor will never say them. ;)

  18. Greetings!

    An update has been released. Some NPCs will stop interrupting their speeches with idles now. No more "I'm so hungry I could eat a Bosmer!" from a certain Divine Crusader...

    Download Link

    Version 1.1 Update:

    Added the following conditions in the script to avoid issues, notably one with some NPCs saying idles in the middle of cutscenes:

    • IsPlayerControls Disabled : To prevent NPCs to say their idles during cutscenes where the player can't move.
    • GetISId: Uriel Septim, Martin, Mankar Camoran and Sheogorath will never say idles. (This is only a safety measure, as they couldn't say them before)
    • HasSpell AbGhostNPC (And the Shivering Isles equivalent. To avoid Ghost NPCs to say idles.
    • IsTalking: To avoid NPCs to say idles while talking in cinematics where the player can move, when talking to other NPCs and when already saying an Idle.

    Cheers ! :pints:

  19. I`m looking forward to trying this out,I use a previous version and its one of a few mods that I always install.I never play with the music on and the atmosphere this generates is incredible.It really is one of those mods that makes a huge difference to gameplay,thanks for the update Cliff.I really cant recommend this enough,just download it and give it a try...you wont regret it.

    Thanks Darkstone. Mucho appreciated! :thumbup:

    Tell me what you think of this new, much more improved version. The issue that made me use Phitt's script was that sounds designed to be Looped in the CS get played from the beginning if they're interrupted in the game.

    Since in dungeons the player constantly interrupts the game by looting containers or checking his stats/inventory, the looped sound would start from the beginning each time it'd be interrupted. Which was annoying in the long run. (But I think I'll use those for the next time kids come up on Halloween. It should scare them. :D )

  20. OBLIVIFALL : Vengeance of the Classic

    Ambient Dungeon SFX

    Greetings!

    A new version has been released. Thanks to Phitt, the audio system has been greatly enhanced. I have gathered around 60+ sound effects that fit each dungeon theme and that sound similar to Daggerfall’s. As opposed to the first versions, there are no longer looped ambiences. Thanks to Phitt’s script, the sound effects can play at anytime around your character’s location. To explain this technically, an invisible script follows your character inside the dungeon and moves around him/her, playing a random sound with a random delay between each sounds. The result of this much improved mechanism is that no dungeon sound the same and you can never expect what you’ll hear next.

    Sounds unique to dungeons inhabited by Daedras or Undead still stand. But instead, you'll never predict what sound will play or from where it'll come.

    Those of you who have been following Sounds of Cyrodiil WIPz Thread might notice that this release of Ambient Dungeon SFX is actually the Dungeons part of Sounds of Cyrodiil. Since it was finished for SoC and that Ambient SFX touches the same areas, I thought I'd update it now than later.

    To see the mechanics in action check the video below. :)

    Download @ TES Alliance

    I hope you like the result. It's much, much better. It's also a bit more quiet (My looped sounds had way too much activity going on :P )

    Regular mod information follows. Cheers! : :pints:

    Latest Version: 3.0 -- 23/06/2011

    See Changelog below for details

    I. OBLIVIFALL INTRODUCTION

    Oblivifall "Vengeance of the Classic" is a project that aims to bring many features from The Elder Scrolls 2: Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. You can check out Oblivifall's mainthread for discussion about the current work in progress here.

    Now let's see what this mod is about, shall we?

    II. Ambiant Dungeon SFX

    In Daggerfall, an element that added to the scare factor was the creepy sound effects in dungeons. You could hear doors opening in the distance, zombies moaning, rock sliding, and more.

    I have gathered around 60+ sound effects that fit each dungeon theme and that sound similar to Daggerfall’s. As opposed to the first versions, there are no longer looped ambiences. Thanks to Phitt’s script, the sound effects can play at anytime around your character’s location. To explain this technically, an invisible script follows your character inside the dungeon and moves around him/her, playing a random sound with a random delay between each sounds. The result of this much improved mechanism is that no dungeon sound the same and you can never expect what you’ll hear next.

    The common ambiences, which include Ayleid ruins, forts and caves, have three variations each. Haunted, daedric and standard. As such, an Ayleid Ruins inhabited by bandits will have standard, mystical sound effects or the sounds of doors opening. But if you stumble into Ayleid Ruins inhabited by the Undead, you’ll hear zombies moaning and other undead sounds in addition to the standard sound effects.

    Finally, there are also the sewers where you hear mostly rats moving around.

    Have fun playing in a more Daggerfallesque and immersive dungeon experience!

    IV. REQUIREMENTS

    You need the latest version of Oblivion.

    V. SAVE GAMES

    You do not need to start a new game to see the changes.

    VI. CONFLICTS/KNOWN ERRORS

    - Will not conflict with any sound mod.

    VII. LEGAL STUFF/DISCLAIMER

    Distribute this mod as you wish. Just give the credits to me for releasing the plugin.

    VIII. CHANGELOG

    V3.0:

    - Overhauled the mechanics. There are no longer looped sound files. Instead, a scripted invisible activator moves around the player in a dungeon and plays a random dungeon sound effect from a library of 60+ sounds with a random delay between each. Great thanks to Phitt for his script!

    - Well, it’s version 3.0 now. Meaning it’s pretty much final. :D

    V1.2:

    - Translated the French sound files to English for compatibility.

    - Recompressed the sound files to drop down the filesize.

    V1.1: - Dropped down the background noise

    - Modified the volume and pan of each sound effect in the sound ambiances. The results are directional sounds for a more natural and realistic ambiance.

    V1.0: Initial Release

    IX. CREDITS

    - Phitt for his script that totally overhauled and improved the sound mechanics!

    - Duncan, author of the Morrowind mod Atmospheric Sound Effects from which the dungeon sounds come from.

    - The Daggerfall Dev Team for the best cRPG ever created.

    - Bethesda for the Oblivion CS.

    X. Oblivifall modules and Daggerfall-related mods by the Community

    To know which Oblivifall modules have been released or are in the works, either search for the word "Oblivifall" on the website where you downloaded this mod, or visit the project's official thread Here.

    If you want to extend furthermore your Daggerfallesque experience, I recommend you to take a look at the Daggerfallesque Mod List in this link: Here.

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